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Bartimaeus

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Everything posted by Bartimaeus

  1. A little later than I wanted, but version 1.08 is up. Changelog: 1. Fixed the slightly revised Tree of Life Fruit not actually showing up in-game (and also explains how much it actually heals, which is 50). 2. Revised the Book of Infinite Spells a little. The spells it holds are Fireball, Improved Invisibility, Stoneskin, True Seeing, Dispel Magic, Cone of Cold, Invisible Stalker, Cloudkill, Lightning Bolt, Breach, and Hold Monster. Instead of potentially being stuck on the "last page" of the book for forever, you can now only turn a page once per day, and what you get starts with 0 charges for that sleep cycle (so you could use the current spell and then turn the page but not be able to use the new spell until you rest again). I never liked the "stuck on the last page" mechanic, because it just encouraged save-scumming and then staying on the same page for forever once you got one of the only two good spells. Now, you can change it a little more freely (but without automatically being able to go to the exact spell you might want) and the spell selection is way better and more balanced. Hopefully, this makes for a little more fun item. The current selection of spells may perhaps be a little strong, though: I'm open to changing them if people feel that's the case. 3. Re-enabled the Amulet of Health for the Trademeet artifact/nobleman peddler when using the store revisions component. As a side-effect, Lord Khellon (the normally evil-only NPC that spawns when you exit the Lord Merchant's home in Trademeet - I did not even know this guy existed until just a few days ago because I usually play a neutral character) no longer gives this as a reward for poisoning the Druid Grove, but now instead gives a Ring of Protection +2 and more gold (5000 instead of 1000 - the reasoning being that if you take the evil path for this quest, you're locked out of the High Merchant's 10000 gold reward, and so the evil path just really kind of sucked in the vanilla game: this makes it at least a little more fair). 4. The item machine in Spellhold (that gives Prismatic Chain/various pairs of boots) is revised a little when using the Store Revisions component: it no longer gives extra pairs of boots that you can find elsewhere in the game, but there are now an additional 4 tokens hidden in the area so that you can buy both the unique pair of boots and the unique armor. Also enabled was unused/improperly coded dialogue that never showed up for when you obtained all items in the machine: now when you buy both the boots and the armor, it actually displays it like it was supposed to. 5. Fixed some (self-inflicted) improper description handling of just a few "unusable" items (like Aegis-fang +5 that's Wulfgar-only - note: not the Aegis-fang +3 that that he drops upon death) that were causing problems with usable variants, as well as NPC-specific items like Firecam Armor, Flasher Launcher, etc. 6. Changed the strength requirements and weights of the Pantaloon quest reward items to more closely match the originals. I made them somewhat harsh in order to try to balance them a little, but what the heck, they're supposed to be silly and ridiculous items, so who cares? 7. Removed the Ring of Opportunity from starting dungeon. I thought it would be fun to replace the Ring of Protection +1 on the statue at the end of the dungeon with it so that you could continue having it, but apparently you can already import this(?), so it's been reverted. Additionally, immediately having a permanent +1 luck item was a little strong in hindsight, so it's probably for the best anyways. 8. Fixed the charges of some items (for example, the Rod of Resurrection starting out with 10 charges, and Greagan's Harp starting with 0 charges). 9. Fixed a compatibility problem regarding the Horn/Claw of Kazgaroth with Almateria's(sp?) Restoration Project. Now the two should match each other...if ARP is installed before IR (which it is in the default BWS install order). 10. Fixed an incompatibility problem between Unfinished Business and IR regarding Bala's Axe: IR would equip it to Mencar Pebblecrusher (from the inn in Waukeen's Promenade), and UB would place it in the engine room in the Planar Sphere. Previously, I fixed this by just letting Mencar keep his default weapon, buuut if you don't have UB installed, then it wouldn't be in the game at all, which isn't great. Therefore, IR will now remove it from the Planar Sphere (note: UB should be installed before IR, and again, it is in the default BWS setup) and equip it to Mencar again. 11. Moved World's Edge +3 (the "unique" BG1/T Two-Handed Sword +3) from Joluv's to the artifact/nobleman peddler in Trademeet. 12. Ribald's Ring of Regeneration is more difficult to steal again (I previously made it a little easier from vanilla IR, but it was perhaps a little too easy: now it's only very slightly easier than normal IR). 13. Fixed a few text problems. (edit): Version 1.08b changelog: fixed a few MORE text problems (...a couple of instances where "an" or "a" were incorrectly used, such as in the Harmonium Halberd and Azlaer's Harp, and also I apparently didn't know the difference between "true" (base) class and single-class).
  2. I actually don't know for sure about EE, as I've never played a modded EE game (as I prefer the originals). Vanilla IR is clearly based on the originals, but I just don't know how it would work. If somebody wanted to do a cursory test and see how things looked and get back to me to maybe fix some problems if there are any, feel free. (E): Thinking about it, I would expect my version of IR to be more compatible on paper, since it no longer adds 1pp stuff (some of which is already integrated into EE, if I'm not mistaken), so that, in theory, should lead to a less problem-filled install, but again, as I haven't even tested it ever, I don't even know if IR installs at all to begin with. I will eventually compile a total list of changes here, but I've been recovering from wrist surgery the past two weeks and therefore haven't been able to do much recently. Typing even this one-handed is painful, haha. I will have a new version with a few fixes and changes out probably tonight or tomorrow, though. I just have to write out the changes first...
  3. No problem! Download 1.03c: https://github.com/BartyMae/1pp_fixes/tree/master/1pp 1. Although I mentioned it above, I actually forgot to make the "improved projectiles" component of 1pp compatible with SR's Protection from Missiles, whoops! 2. Additionally, I looked more into 1pp's spell tweaks component, and realized that the Cause Wounds spells were supposed to receive a special graphical effect when hitting the opponent, so I made it patch that in (instead of overwriting it), if it detects that SR is installed. 3. Finally, I also re-enabled the "IWD-style icons for cause wound spells" Spell Tweaks sub-option for SR installs because I realized that people may want that...but it'll do it without overwriting SR's spells if you select it. 4. 1.02b: I forgot that IR adds melee/throwing variants to axes and daggers, and they weren't getting the improved projectiles like the base item. Now they do, if they exist. 5. 1.02c: Fixed some of the problems with the projectiles (merged with BWP Fixpack's fixes that I had apparently overlooked). 6. 1.02d: Fixed a small mistake occurring to SHLD24.itm. 7. 1.02e: Fixed the BG1 version of Edwin's Amulet not getting its unique icon; fixed Spell Revisions' Beastmaster's Protection from Missiles not receiving proper missile immunity from 1PP projectiles. 8. 1.03: Fixed a big oversight caused by the BWPFP's fixes making it so much of the component did not work, as well as bolt09 not getting its unique animation due to another "wrong file" patch. 9. 1.03a: Fixed a bunch of miscellaneous stuff in the v2 core component. Additionally, made sure both versions of Spider's Bane are consistent with each other, fixed a few incorrectly assigned plate icons along with a bunch of incorrectly assigned description icons, a compatibility fix for IR/R for Scimitar +3 and Sword of Flame +1, a fix for Helm of Defense, and the restoration of Harbinger's icon that was mysteriously getting overwritten. 10. 1.03b: Fixed Boomerang Dagger getting its icon overwritten for no reason and Long Sword +2 having its colors set to that of Long Sword +3's. 11. 1.03c: A minor compatibility fix with the latest version of IRR. It does not require the previous update. Any other problems with 1PP that people can think of, feel free to let me know and I'll try to fix those as well. Finally, I'll reiterate the previous install order: 1PP should be installed after both IRR and SR, but before Infinity Animations. If you are not installing IRR, then it should be after SR but some of it before and some of it after IR if you're installing that instead (unless you're Salk, and you know what you're doing). I'd refer to what IR says in regards to install order (although I believe it says to install the "improved projectiles" bit before IR, but it should actually be after now with my fixes). Otherwise, both IRR and SR will revert many of the patching changes it makes. With the 1pp fixes above, I *think* 1pp and SR should be one hundred percent compatible at this point assuming you install 1PP after.
  4. Version 1.07 does a few things: 1. Adds a .mrk (mark) file for other mods to detect it. I wish the vanilla IR already did this, because it's necessary in order to fix a problem with 1PP's improved projectiles (namely, making it so that Gloves of Missile Snaring and R/Deflection Shield deflect the new project types instead of reflecting them when detecting if IR is installed...and also Physical Mirror and Protection from Missiles for SR, but SR does have a mark file already, so I can fix that without adding one myself). 2. Nerfed the golem tomes to 1 turn (...just to be on the safe side for the time being). 3. Fixed up the sound blast/resonating descriptions for Horn of Blasting, Sling of Arvoreen, and Rift Hammer (and fixed the Horn of Blasting not saying how many uses per day it had). 4. Fixed the spell_revisions.tra file to take into account a couple of strings that weren't previously handled. So as such, my "fixed" 1PP has also been updated. I don't think there's *all* that much interest in this, so I guess I'll just post a link to it for anyone curious to check out. Moderators, feel free to take it down if you want. It does the following: 1. Fixes 1PP accidentally removing Energy Blade's icon for Black Blade of Disaster's. 2. Stops 1PP from overwriting a few descriptions (Radiant Plate's, The Sleeper's - also prevents it from turning the Sleeper into a flail, and instead makes it so waflail, Defender of Easthaven, uses those custom graphics instead). 3. Provides compatibility between IR and 1PP's "improved projectiles" component, as well as between SR and that component, as described above. 4. Provides compatibility between 1PP's "spell tweaks" and SR by preventing it from doing anything besides adding the custom armor graphics when it detects that SR is installed. 5. Fixes Daystar and Albruin's graphics being switched, Helm of the Rock (unupgraded) having an incorrect graphic, Gold Horned Helm having an incorrect graphic, and Deflection Shield having an incorrect graphic. 6. Fixes a few using seemingly incorrect description .bams. It can be used with or without IR or IRR - these are problems regardless of their installation. Like IRR, it requires that you extract the original 1ppv4 package, and then extract my directory on top of it, and then just installing the mod as you normally would. Link removed for new version below.
  5. Design Changes Moved items and compatibility fixes: Miscellaneous: Armor changes: Jewelry changes: Other equipment (helms, shields, cloaks, gloves, belts, boots): Slashing weapon changes: Piercing weapon changes: Crushing weapons changes: Ranged weapon changes: Ammunition changes: Miscellaneous item changes: NPC item changes: Rod and wand changes: Original post:
  6. V1.3.800 Download: github. Installs the same way as SR Revised (extract the latest official version of IR into your game directory, then extract IRR's "item_rev" folder on top of it before installing anything from IR, make sure to overwrite all). If you are on a non-Windows OS, make sure that the two folders are combined: if the "change-log.txt" file still exists in "(game directory)\item_rev\", then you should be good - if it doesn't, post in the thread for help. MacOS users can try to use this method to combine folders, helpfully discovered and detailed by jmerry. Please review item_rev\settings.ini with a text editor like Notepad(++) for some additional mod customization. Note that the additional options generally stick with standard IR behavior by default - what is enabled or not enabled is how IR already does/did things. Installation of IR Revised: To install this, you must extract the latest official version of IR (V4 b10, or have an automated tool do it for you) to your game directory as normal, and then additionally extract this mod on top of it before installing IR. Specifically, IR's item_rev folder should overwrite the normal item_rev folder - confirm to overwrite folders as well as all files it asks you to. Make sure to look at your settings.ini in your item_rev directory! There are a number of different customization options in there that you will likely be interested in. I personally do not like general damage reductions for armors, but I know other people do, and so you should look at the options to get the most out of this mod. I have left the settings.ini as per the normal mod, but the different options are worth looking at (and a few additional ones specific to IRR have been added). Installation Order and IR/SR/SCS/1pp: Item Revisions has been designed with Spell Revisions, Sword Coast Stratagems, and 1pp in mind. 1pp is a mod by Erephine that was fully integrated into the Enhanced Editions (and thus EE users do not need to install it) that fix numerous visual inconsistencies, improve bad graphics, tweak and add new graphics, etc. for BG2:ToB games - if you are not playing an Enhanced Edition game, it is highly recommended that you install 1pp to take full advantage of its changes. The general install order is to first install everything you want of 1pp except for the avatar-switching component, then the main component of IR/R, and finally the main component of SR/R. The avatar/armor-switching script of 1pp (or Anthology Tweaks) should not be installed until later in the install after all item-adding/modifying mods, including IR, have already been installed - after SCS/atweaks/Infinity Animations is my suggestion). Once again, Enhanced Edition players do not need to worry about 1pp - it's already integrated into your game and doesn't need installation. Your general install order (excluding ToBEx/BG2 Fixpack/BGT/1pp if you're playing an Enhanced Edition game) should look something like this: ToBEx BG2 Fixpack Baldur's Gate Trilogy Ascension BG1UB (and other BG1 content mods) Unfinished Business Quest Pack (and other BG2 content mods) Rogue Rebalancing 1pp (EXCEPT for the "Smart Avatar & Armour Switching" component) Item Revisions (main component) Spell Revisions (main component) Infinity Animations (main component) Spell Revisions (secondary components - key here is to be before SCS if you're using it) Item Revisions (secondary components - key here is to be before EET_END if you're using that) Anthology Tweaks Sword Coast Stratagems atweaks Infinity Animations (secondary components) 1pp/Anthology Tweaks ("Smart Avatar & Armour Switching" component / "Avatar Morphing Script") You may not be using all of these, and will undoubtedly be using more besides that, but this should give you the general idea of what your install order should look like. Don't install the secondary components of IR/R and SR/R until much later in your install, after most item/spell/NPC-adding mods have been installed. A good place for the secondary components of both IR/R and SR/R is right before SCS and Anthology Tweaks to make sure that SCS spellcasters are using the correct versions of spells and to make sure that Anthology Tweaks's item tweaks don't interfere with IR's secondary components. If you're using an automated tool to install your mods on a non-EE game, the very least you should see is that the general install order is 1pp-IR-SR. If there are other posts in this thread that suggest a different install order, please disregard them - the order listed up above should be the correct one.
  7. That doesn't really work for IR, per se. It might more or less work in some cases, but some icons, colors, certain animations will be missing or screwed up.
  8. Yeah...that's why I'd prefer just to have my own branch and create a list of "general changes" and more specific "bigger" changes to give people an idea of what I've done while not necessarily bothering with the tiny tweaks and bug fixes that people probably wouldn't even notice unless I specifically pointed them out. I'm not even sure that anybody will actually want to use my files, but eh, maybe a few people will if they're desperate for being able to finally install 1PP with IR. My internet has been absolutely ruined recently (...I've been troubleshooting for roughly the last 3 hours and more besides that the last few days), so I might disappear for a couple of days here before I'm able to do that.
  9. That was my feeling, too, especially now knowing that you don't want to remove the 1PP integration, which is what actually sparked me into starting this entire thing to begin with. There are things that I could probably SUGGEST, but without Demi around, it's kind of a moot point, which is why I felt a separate branch entirely was best at this point. I think kreso at least fixed a lot of the stuff that I mentioned months ago in the latest version, so that's good on at least the bugfixing end.
  10. No, it's not a "huge file dump out of my override folder". What I did was take the files of the IR installer, and modify them from there. That's all. Here's the file structure of "my" "mod": As you can see, it's the same file structure as IR itself - that's because, as I said (a few months ago), it's not totally dissimilar to the Big Fixpack in that it has to have the original mod already extracted...it's just that, as ALIENQuake said, it's a humongous amount of changes, so it's more replace than patch. There's no way that I could realistically do it - I have 1,145 modified or new files in the item_rev\itm folder. 18 of these are .cre files, 94 of these are .eff files, 799 .itm, 24 .pro, 206 .spl, and the rest a few other file types. My items.2da (https://dl.dropboxusercontent.com/s/utx91aoync96e5f/items.2da) would be absolute nightmare to patch via that method just in of itself...seriously, compare it to the latest item.2da via WinMerge or another text compare tool, and you'll immediately see what I mean. There's a bunch of new items that were never handled (including quest items that had descriptions that didn't follow the correct format, including items like the Shamans Staff, but a bunch of others besides that that I included for completeness' sake), items that had their referenced special abilities strings changed, items that had their names slightly changed or fixed (including incorrect enchantment levels that I then had to change to match in item_content.tpa), etc. As for why I have not posted the overall mod itself, it's because like I pointed out, it's dependent on the latest IR archive. As such, I'm looking for permission from somebody who could actually give me permission to do so. I just don't see any way this could ever be integrated into the main branch of IR, especially seeing as pretty much the single biggest change, the removal of 1PP stuff, there seems to be no desire to integrate at this point.
  11. What I would like, though, is for people to have some way of using my files without stepping on other people's toes here, so that they can actually install 1ppv4 if they want. My version of the mod is done. It's not something that "maybe" "eventually" will get done: it's done already. You extract the current version of 1ppv4, and then you extract my altered files over it, and then you install it like you normally would using the settings and subcomponents that you want, same as any other IR installation, and then you install 1ppv4 after it to get its changes - if you want, that is. If people would like to use it, or just to check it out, I would like for them to be able to, because it just doesn't feel like the main version of IR is ever going to get fixed at this rate, . I can even provide a general installation order so that the installation order of 1ppv4, SR, IR, etc. is clear. Is there any way I could get permission to upload it somewhere and link it? Probably only a few people would want to use it at best, but it's better than just having it sit only on my hard drive forever only usable by me, right? (e): I could also provide a changelog of sorts. It won't be complete, because I fixed and tweaked a whole lot of stuff that I just don't remember anymore, but I could at least make a list of the bigger changes that I did.
  12. It's difficult to do that, for the simple reason that it was a many month effort that I spent going through literally every single item in the game, fixing bugs that I noticed (that's how I was able to find so many in that mega-post of mine) while also reverting the 1PP changes. I love 1PP: that's why I feel as though it must be removed from IR - except for a few special cases where the item doesn't make any sense without it, which is where I kept those changes. People should be able to actually install all the great parts of 1PP, not just the random bits and pieces of this wonky pseudo-integration that IR has done, which nobody wants to go through the trouble of fixing because it's understandably a huge amount of work. In order to make the two compatible while still having IR have it integrated, it would have to be redone entirely. IR uses the old 1PP method, which is that all the vanilla animations are straight up overwritten, so that you cannot use the vanilla animations even if you wanted to. 1ppv4 adds new animation slots WITHOUT overwriting. The two methods are just not compatible, and that would have to all be redone. There are also all the icon mismatches, the paperdoll mismatches (IR forces all morning stars to just use the mace animation, while 1ppv4 fixes the base problem of the animation itself by giving it a new paperdoll animation and fixing the sprite animation), the coloring mismatches, etc. due to IR being based on the ultra-old version of 1pp, as well as the base animation mismatches, again, as a result of IR overwriting animations instead of simply adding new ones like 1ppv4. I think it's pretty clear that, seeing as 1ppv4 has been out for...what, 6-7 years now, that that's sadly just not going to happen. ...Unless...well, I suppose what you could do, if you REALLY wanted to keep 1pp integration, and update it to support more 1ppv4 stuff, is to... 1. Have a clean install of Baldur's Gate, with a cleared out override folder. 2. Completely cut the current installation of 1pp from IR for this specific install. 2. Install just the main component of Item Revisions. 3. Install 1ppv4 with the options that, you, the mod-creator, want to be in IR. There's currently a *lot* of features IR is missing from 1ppv4. 4. Fix the crap that's broken (shields and helmets will be the big things that you'd have to look closely at to make sure they're correct, as some will likely have incorrect animations and .bams set as a result of the way IR currently does things, whereas everything else you can probably do a much more cursory look - any bugs people will be sure to find pretty quick if you have people test it). 5. Revert anything that you didn't want 1pp to do (there's probably a couple of handful of items that you want to use specific animations/bams due to their unique history, I'm sure). 6. Repackage IR using the altered (and now hopefully 1ppv4-ized) .itm files from your override folder. 7. Add back the installation of 1pp in IR, only you would use the newer assets of 1ppv4 (...I assume you can do this, given that you were given permission to integrate an older version of 1pp - if you feel that you can't, then you're pretty much sunk here for ever fixing this short of, again, removing 1pp integration entirely). That's about the "easiest" way of doing things that I can think of, and that's still a bit of work: I know, because like I said, I spent a few months of a lot of my free time doing something similar to remove 1pp entirely from IR.
  13. I still have my version of this mod, if anyone is interested. I have fixed all the bugs that I previously listed and many more (including at least some of the bugs mentioned in the previous page by Kreso - I'll look into the ones I'm not sure about), and totally removed the 1PP integration (except where appropriate and/or absolutely necessary - there's only a few cases of this) so that 1PP can successfully and cleanly installed on top of IR. The biggest problem with my mod is that I have made some of my own tweaks to items, and I'm not sure how receptive people would be to those. I have kept almost all of the original concepts for items the same, but have tweaked some of them a little, and also revised additional items that were not touched by IR (for example, the Moon Dog Figurine, the Golem Tomes, the Shakti Figurine, etc. with an eye for keeping things roughly in line with the rest of IR). There's also the problem of whether people would take kindly to linking to my own branch of the mod, and if that's the case, what route should I go with it - whether my current method (which I feel is the cleanest) by having my modified files in a zip that you MUST overwrite the original IR installation with (it is 100% dependent upon having the one of the two latest versions of IR already extracted into your Baldur's Gate folder), or whether I should whip up a bonafide weidu mod that you'd have to install BEFORE IR (so that you can still use the "Weapon Changes" etc. subcomponents) while never installing the main component of IR itself - just the subcomponents, as you please. Personally, I like the former, because it's less work, but I could do the latter if people felt that was the best option. It'd just take more time to complete for me, whereas the former is ready as is. I feel as though either way, though, I'd be infringing upon some people without proper permission, and it seems as though it's difficult to get permission from Demi, at the very least, so yeah, not sure what I should do.
  14. Yeah, and it forces graphics options on the user for no real good reason when it could just be left to the user to decide what to use - or to use nothing at all, if you don't like 1pp. 1pp has several customization options - Salk, for example, I know prefers BG1-style shields, but I am fine with BG2-style shields (or a mix of both). Being able to use the 1pp patcher after IR, instead of before, allows you to customize which type you want instead of IR forcing the choice for you. And yes, it would be a lot of work...almost as much as just reverting everything back to vanilla appearances, actually, haha. Actually...I can think of a scheme that would probably vastly simplify updating most of IR to use 1ppv4...but really, I'm just not a fan of having 1pp inside of the IR installer to begin with.
  15. An explanation of 1pp: it's a big concoction of graphical improvements (bams, sprites/paperdolls, colorings, spell effects, etc.), and it does it all by patching, as opposed to IR, whose main component is 100% overwriting. So it never really made sense to me that you stick the nice and dynamic patching mod before the overwriting mod - that doesn't make any sense at all, but that's what's recommended by IR because of compatibility issues as a result of IR being based on and including a very, very old version of 1pp. So the idea was to remove all the old 1pp changes so that you could just use the much more modern 1pp patcher on top of it like it was originally supposed to be. I know Salk, for example, has been working on making the two compatible for ages. Instead of trying to make mini-mods that you stick on top of both to try to fix them, I figured why not cut the problem off at its source and rebuild the IR files? So that's the approach I went with.
  16. Yes, I've always hated the IWD-style icons, too, and lobbied years ago for their removal, to no avail. The ToB icons aren't great, no, but at least they SORTA fit in.
  17. I removed graphics changes from the items themselves by setting almost all color, bam, and sprite/paperdoll changes back to vanilla (I had two copies of the game installed so I could compare directly), and then disabled the installation of the old 1pp graphics present in the IR archive entirely so that one, the mod is fully compatible with whatever configuration of 1pp you wish you install (BG2 style, BG1 style, whatever), and two, you also do not actually need to install 1pp on top of it either if, for some reason, you do not even like 1pp to begin with (i.e. it works standalone, too). Basically, the idea was to erase the mod of any 1pp stuff so that you can actually install 1pp on top of IR the way that 1pp was originally meant to be (as opposed to the hackneyed setup currently recommended)...with all the additional components that Demi/Mike recommended against installing, like additional paperdoll stuff. I really don't think trying to integrate 1pp was something IR should've ever tried to do in the first place except as absolutely necessary (for new/unique item concepts where the original graphics didn't make any sense, basically) - let the user decide what they want to do. Now, we seem to be at an impasse where it's too much work to try to fix/revert everything so that it would be fully compatible with 1pp - which is why I did it all myself.
  18. I made a version of the mod that strips it of almost all 1pp graphics changes and reverts it back to vanilla (besides just a few things - a few handfuls of .bams and sprite/paperdoll colorings that I considered more or less vital...that also work just fine with 1pp already, basically) so that it's actually fully compatible with 1pp in whatever configuration you wish to install it (indeed, it should then actually be installed AFTER, not before IR) and also fixed all the things I already mentioned in my previous posts plus probably 3-5 dozen more things I found and that I forgot to document over here (holy crap, so many random bugs and inconsistencies and undocumented stuff that you basically would not ever find unless you manually waded through all the files in DLCTEP/Near Infinity...which is exactly what I did: I went through literally every single file over the course of a few months). The only issue is that I also made a few of my own changes, including making some spell-like abilities to more closely simulate Spell Revisions as necessary, but also I revised a few more items like the Shakti Warrior Figurine and Golem tomes, etc. (in what I hope is a balanced/sensible manner)...as well as did various little tweaks to already revised items. Only a few already done items received "major" revisions, and mostly everything else is just slightly tweaking and standardizing stuff (especially text), because I'm kind of a penchant for that sort of thing. I could detail and discuss, and possibly even revert such changes if there's any real interest in it. How it works is that you would just extract the normal IR package...and then you'd just extract "my" "mod" on top of it and install IR as per normal. It's a dirty and BWP Fixpack-esque method that I suppose I could eventually create my own legit mini-mod out of if I really wanted, but I just haven't really felt like doing it since it was only meant for me. Would anyone be interested in it, or at least taking a look at it? The number of files changed in the item_rev/itm is quite large as a result of reverting all 1pp changes (and yes, it did take FOREVER to do this, and to subsequently test everything to make sure everything was actually as it should be especially in relation for compatibility with 1pp...but also without it, in case you don't want the 1pp graphics changes to begin with). I have a total of 1127 files in there changed - reverts all paperdoll/sprite changes, most (but not all) coloring and .bam changes (except as absolutely necessary, as mentioned before, as well as whatever 1pp doesn't handle), and of course, whatever else I changed. This is rather the issue I have with making my own mini-mod with it: it's much too difficult to create an actual patcher to patch the fixes and graphics reversions AFTER Item Revisions has already patched items with the non-main component changes, such as shield bonuses and weapon changes and such, which is why I'm not too particularly enamored with creating a proper mini-mod. It would be more or less creating the mod from the ground up again...unless you specified a VERY specific install order (i.e. main IR component, and then your mini-mod, and then the rest of the IR components), I suppose.
  19. Two additional bugs I didn't catch before: Warblade has undocumented "Sundering" effect, Eagle Bow +2 inexplicably requires 6 strength instead of 3. (edit): Text inconsistency: Ripper is somewhat out of sorts. THAC0: +3 bonus Damage: +1 bonus Proficiency Type: Long Bow Weight: 4 Speed Factor: 5 Requires: 18 Strength Type: 2-handed -> THAC0: +3 bonus Damage: +1 bonus Weight: 4 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength As per other Composite Longbows.
  20. 1. Um, sort of. The only one I had out of order out of those was the "increased paperdoll variety", I believe, but I had other other problems beyond that, and it reverted much of 1pp's newer graphics changes back to an older version of 1pp, which I wanted to fix. 2. That would be...exceedingly difficult to do, for reasons Mike spelled out. Without his theoretical tool, it would be just an absolutely absurd amount of work for all the changes Item Revisions makes, and pretty much the entire main component of Item Revisions would have to be redone from near scratch. To me, it would just make so much more sense to simply recommend installing all of current Item Revisions before 1pp if you're going to install both of them...and then making some sort of additional "compatibility" component for Item Revisions that fixes the few inconsistencies/bugs that there are between 1pp and Item Revisions that would be the only component you'd install after both 1pp and Item Revisions. That would be what I'd do, anyways. @Mike: a few criticisms of my text changes you mentioned: 1. Conflating specific spells with particular protections (e.g. immunity to level drain/Protects Against: Level Drain -> Spell: Negative Plane Protection). Yes, this is actually something I was considering reverting. I originally had, for example, Amulet of Metaspell Influence say "Spell: Vocalize", but then, when I came upon Shazellim that actually *did* have the entirety of Vocalize's effects, I realized that they should not necessarily be considered the same thing (and in fact, I very much did not want them to be the same thing!), and ended up reverting some of such changes. I tried to keep only the ones that were literally exactly the same (Negative Plane Protection being such a one), but there may have been a little oversight on some of them, and regardless, I get why you don't want to use it. 2. Immunity to [...] vs. Protects Against [...]. This is something I struggled with as well - basically, my thought was that I didn't really like "unanchored text" - text in Equipped Abilities and Combat Abilities that did not fall under any sort of specific "ability". Without any sort of specific ability for that sort of text to fall under, I was basically thinking, "Well, why write 'Speed: +1 bonus to Attacks per Round' instead of just '+1 bonus to Attacks per Round'?". That's the same reason I used "Spell Memorization: [...]" instead of just writing it without - it was just to avoid any unanchored text. I understand your dislike to it, though, as it's one of the few ways my text got perhaps unnecessarily longer rather than shorter. In this specific case, though, I valued consistency over brevity. 3. Ordering. Yeah, my order is somewhat arbitrary, basically a mix of what I felt was generally (but not always) followed in vanilla Item Revisions as well as a couple of my own changes, some based on the order the game displays them in, for example, character sheets...with the one major exception of instead putting all penalties below all bonuses (and then in the same order). Also, I just realized - all "Lockpicking: [...]" text should actually be "Open Locks" as per how the actual game writes it. Also, Horn/Claw of Kazgoroth should be Horn/Claw of Kazgaroth, if I'm not mistaken. 4. And finally, creature text for summonables. Yeah, that's something you'll have to figure out on your own. What I was trying to do there was to avoid, for example, Spectral Brand's "immune to everything except magic damage" type text, and instead provide a standard to follow that was similar to Spell Revisions'. Unfortunately, it doesn't totally work how I imagined, because depending upon those stats, it sometimes spills onto a second line which I was trying very hard to avoid. Part of the reason I did this was that I also wanted to list the creature statistics of Polymorph/Shapeshifting abilities like you see on Cloak of the Sewer, as well as provide stats for a few summonables like Spectral Brand and Ras, which Item Revisions did not do. I also made my own revised versions of a few additional items and creatures like the Jade Hound and Moon Dog figurines among some others (including Regis' Ruby Pendant of Beguiling, the Holy Symbols, and some of the "Bonus Merchant" items that Item Revisions does not handle...and probably a few other things ) and which I then added to my own Item Revisions 'Revised' mod (for personal use only, of course)
  21. Awesome, anything is better than nothing, since it was originally solely for my own use, . Although I'm curious as to what I missed... For shields and helms, I added every single one in the game to my inventory via console and equipped them see what was up. Basically, what I noticed was that: 1. Shield of the Harmony has a BG1-style small shield for an icon, but has BG2-style small shield paperdoll and sprite graphics. 2. Saving Grace has a similar problem: BG1-style medium shield icon, instead has BG1-style small shield graphics. 3. Borderline case: Nature's Ward is supposed to be a medium shield, but 1PP gives it its own unique graphics that sorta looks in between a small and medium shield. 4. Reflection Shield is supposed to be a buckler, but has its own unique tower shield graphics from 1PP. Hilarious, but the worst inconsistency of the bunch. 5. Helm of Balduran has mismatched graphics and icon (namely, the graphics are the BG1-style Helm of Balduran, but the inventory icon uses a...well, this). 6. Helm of Despair and Shadow Veil should *probably* use CHELM08 for description graphics instead of CHELM04. Besides there, there doesn't seem to be any other problems. As far as I'm concerned, these very few issues are worth the way better helmet graphics and icons of 1ppv4. There was just such a serious improvement in helmets from earlier version of 1pp to 1ppv4 that I really just can't stomach not having it. Plus, it's better than bucklers looking like tower shields, which is what I was getting when I installed it the other way around (although you do say that should not happen, and if that's the case, I wonder what did it). And anyways, I can easily fix them. (edit): By the way, one more item bug: Ring of Folly does not force Wild Magic/Wild Surges upon casting. I believe this is because the opcode 280 is supposed to be type 2, not type 0. Instead, the effect appears to be some chance of spellcasting failure. I haven't any clue how much of a chance it is, though, particularly because of how weird it worked when I equipped it: my first three spells failed due to spellcasting failure, and then the next 10 or so worked fine. I was getting spellcasting failure because I was trying to cast Expeditious Retreat over and over. Man, I'm dumb. In any event, I changed the type to 2, and now the ring works as it's supposed to. In default IR, the only thing the ring does is grant +1 bonus to spellcasting speed...so, in other words, it's actually a benefit without any downsides, which is obviously not how the Ring of Folly is supposed to work. (e): Also, Root of the Problem has 0 lore to identify...I would think it should be around 50, but maybe this is by design? (e) ...and Girdle of Bluntness should say "+4 bonus to AC vs. crushing weapons", not blunt weapons Also, I personally like the idea of changing some cursed items to match the graphics of other non-cursed variants - e.g. Ring of Folly changes from IRING23 to IRING08 (Ring of Wizardry), and then you can reuse the Ring of Folly's graphics with, for example, Ring of Acuity, so it has its own unique graphics. ...But that's just me and an idea.
  22. Back in the V3 days (of Item Revisions), I actually made my own custom version of the Item Revisions installer, where I had changed all the Item Revisions items to use 1ppv4's new graphics. But obviously, you can't just redistribute modified versions of the Item Revisions package without permission and/or oversight, and obviously, IR v3 is now rather out of date. Right now, my 1ppv4 after Item Revisions solution seems to be working mostly just as well, though, with only perhaps a few issues that I'd need to manually fix. Loving having 1pp's helmets and shields finally working with IR v4...who knew you just needed to totally ignore IR's install instructions? If anyone ever wants to give it a try, here's a copy of my new weidu.log that's working much, much better than my previous that you can sorta use as a guide - the most important bit is installing Item Revisions BEFORE Infinity Animations and 1pp. Why also Infinity Animations? Because 1pp completely breaks if you try to install it before Infinity Animations, but obviously works fine if you install it before - ergo, if you're trying to install IR before 1pp, you also therefore have to install the two of them before Infinity Animations as well. weidu.log
  23. As an aside, here is my amended English item_descriptions.tra for Item Revisions' NORMAL (not my edited) stats. I kept copies of both for comparison. You can use a tool like WinMerge to see the differences quickly. I don't expect anybody to really use this, but it might be worth a gander if you're curious. There aren't really any major changes - it's mostly just about consistency and brevity of the special Equipped, Combat, and Special Abilities text in all of the items, and re-arranging and re-writing them to match an internal order. For example, properties like "Immunity to silence" become "Protects Against: Silence", or "Saving Throws: +1 bonus" goes above "Energy Resistance: +10% bonus", not below it (and this sort of order is followed throughout the entire text instead of the random mishmash that it is in vanilla Item Revisions), or "Arcane and divine casters can memorize one extra spell of each level from 1st to 4th" becomes "Spell Memorization: arcane and divine spellcasters can memorize one extra spell of each level from 1st to 4th" - just all sorts of stuff like that. There are also a few minor text choices I made such as changing "Amulet of Seldarine" to "Amulet of the Seldarine", or "Larloch's Soulstealer" to "Ring of Larloch" with a "Soul Stealer" subtitle in the description, et cetera. It also rearranges effects that can be save vs. (whatever)-ed against - as an example, Erinne's "Energy Burst" effect text is changed from "Energy Burst: 10% chance target must save vs. spell at -4 penalty or take 100 points of magic damage" to "Energy Burst: 10% chance target takes 100 magic damage (save vs. spell at -4 penalty neg.)", and that text rule is followed throughout the entire file. Equipped Abilities and Combat Abilities are totally done in this regard, but Special Abilities are still a little bit inconsistent because I changed many of those abilities to emulate Spell Revisions more closely, and so I never bothered to fully correct them in these vanilla stats text file. Again, I don't expect there to be any serious interest in this, particularly because the style would be inconsistent with the other languages...but you know, I just figured I'd throw it out there. Actually, I'm apparently not allowed to attach it, so I'll just link a dropbox link to it: https://dl.dropboxusercontent.com/s/6lspxtpejojfe39/item_descriptions%20%28vanilla%20stats%29.tra
  24. @Mike: weidu.log: The only one that I think is out of order from the suggested Item Revisions' order is "Increased Paperdoll Object Variety (Core)" - blame the BWS for that, which is what I installed to use this broken install. However, that one would only explain the wrong weapon (e.g. the Bastard Sword) paperdolls.
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